Hey Fabi_G, thank you for your answer! So it really seems as if I have to approach this with workarounds, i.e. one file and many individual exports. That's really disappointing, because I would like to export many PBRs automatically and don't want to show and hide layer stacks every time and then export them. But never…
Hello all, I was wondering what the best free software and file format to use for editing 3D scans for export to a 3d Printer. I have a Miraco Revopoint Scanner and I have Autodesk Fusion, Meshmixer, and Blender. But I would like to focus my learning curve on one software because learning all of them at the same time is…
About NiteOut We're a team with experiences developing products at Google, Uber, Stanford, Berkeley & Rhode Island School of Design who are working on a new 3D Social Network designed around night life and music. It's an iOS and Android app based experience. We're a couple of months away from our Public Alpha Launch, and…
It can easily be done as a script (or at least synchronizing the vert positions can be). The problem is processing the data quickly. Maxscript is not a fast language, and iterating over and matching the positions of thousands / tens of thousands of vertices could take a long time. Anyhow, here's a simple/unoptimized script…
3ds max, vray. How can i prevent "self-shadowing" of an object? That means how to prevent an object from casting shadow ONLY on itself, but STILL casting his shadow on other object- no "self shadow" on the object? Is there a way? (i can only think of object properties and uncheck "cast shadow", that prevents the object…
Well, Blender was a good deal less stable for me and also rendered the eevee viewport differently. You could test that out with the demo scenes they publish. Other programs that behaved different or worse on Mac that I came across: * ZBrush: some functionality missing, somewhat less stable, ZScript wasn't fully compatible…
That link is about shader build times rather than the runtime shader cost. Unreal caches Shaders once built so long build times are to be expected on first load - or after enabling/disabling certain features (raytracing/changes to shading models/compression defaults) I have certainly encountered issues with it either not…
I haven't read the thread, so I apologize if most of this was already covered. I'll condense (yeah this is condensed) what other similar threads have covered. That could be a problem if you're planning on making them. I'm self taught, as are most of the people in the industry already. This is my second career and I enjoy…
Some further tweaks to the post process and lighting - since I'm still running the same hard-ware that I had 8 years ago it seems like I can't utilize all new UE5 features (increasing the light source angle will cause major dithering artifacts), but I managed to get a slightly cleaner result. Trying to avoid any color bias…
When I frame all polygroups and use a IMM curve brush on the frames, only the line I click on (circled in red) has the correct curve step, everything else has like 0 curve step and all the meshes are bunched together. Do you guys know of a fix? This is on Zbrush 2022.0.8